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https://github.com/Ninjdai1/pokeemerald.git
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7b306b6147
Converts Tri Attack and Dire Claw to use structured RNG.
130 lines
4.9 KiB
C
130 lines
4.9 KiB
C
#include "global.h"
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#include "test_battle.h"
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_DIRE_CLAW].effect == EFFECT_DIRE_CLAW);
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}
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SINGLE_BATTLE_TEST("Dire Claw can inflict poison, paralysis or sleep")
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{
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u8 statusAnim;
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PSN; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_SLP; }
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PASSES_RANDOMLY(1, 3, RNG_DIRE_CLAW);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_DIRE_CLAW); }
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DIRE_CLAW, player);
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HP_BAR(opponent);
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ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
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if (statusAnim == B_ANIM_STATUS_PRZ) {
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STATUS_ICON(opponent, paralysis: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_SLP) {
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STATUS_ICON(opponent, sleep: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_PSN) {
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STATUS_ICON(opponent, poison: TRUE);
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}
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}
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}
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SINGLE_BATTLE_TEST("Dire Claw cannot poison/paralyze poison/electric types respectively")
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{
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u8 statusAnim;
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u16 species;
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u32 rng;
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#if B_PARALYZE_ELECTRIC >= GEN_6
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_RAICHU; }
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#endif // B_PARALYZE_ELECTRIC
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PSN; rng = MOVE_EFFECT_POISON; species = SPECIES_ARBOK;}
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(species);
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} WHEN {
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TURN { MOVE(player, MOVE_DIRE_CLAW, WITH_RNG(RNG_DIRE_CLAW, rng)); }
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DIRE_CLAW, player);
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HP_BAR(opponent);
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NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
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if (statusAnim == B_ANIM_STATUS_PRZ) {
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NOT STATUS_ICON(opponent, paralysis: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_PSN) {
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NOT STATUS_ICON(opponent, poison: TRUE);
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}
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}
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}
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SINGLE_BATTLE_TEST("Dire Claw cannot poison/paralyze/cause to fall asleep pokemon with abilities preventing respective statuses")
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{
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u8 statusAnim;
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u16 species, ability;
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u32 rng;
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_RAICHU; ability = ABILITY_LIGHTNING_ROD; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_JOLTEON; ability = ABILITY_VOLT_ABSORB; }
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#if P_GEN_4_POKEMON == TRUE
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_ELECTIVIRE; ability = ABILITY_MOTOR_DRIVE; }
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#endif // P_GEN_4_POKEMON
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PSN; rng = MOVE_EFFECT_POISON; species = SPECIES_ZANGOOSE; ability = ABILITY_IMMUNITY; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_SLP; rng = MOVE_EFFECT_SLEEP; species = SPECIES_VIGOROTH; ability = ABILITY_VITAL_SPIRIT; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_SLP; rng = MOVE_EFFECT_SLEEP; species = SPECIES_HYPNO; ability = ABILITY_INSOMNIA; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(species) {Ability(ability);}
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} WHEN {
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TURN { MOVE(player, MOVE_DIRE_CLAW, WITH_RNG(RNG_DIRE_CLAW, rng)); }
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DIRE_CLAW, player);
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HP_BAR(opponent);
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NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
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if (statusAnim == B_ANIM_STATUS_PRZ) {
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NOT STATUS_ICON(opponent, paralysis: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_SLP) {
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NOT STATUS_ICON(opponent, sleep: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_PSN) {
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NOT STATUS_ICON(opponent, poison: TRUE);
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}
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}
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}
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SINGLE_BATTLE_TEST("Dire Claw cannot poison/paralyze/cause to fall asleep a mon which is already statused")
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{
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u8 statusAnim;
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u32 rng;
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PSN; rng = MOVE_EFFECT_POISON; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_SLP; rng = MOVE_EFFECT_SLEEP; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_BURN);}
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} WHEN {
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TURN { MOVE(player, MOVE_DIRE_CLAW, WITH_RNG(RNG_DIRE_CLAW, rng)); }
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DIRE_CLAW, player);
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HP_BAR(opponent);
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NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
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if (statusAnim == B_ANIM_STATUS_PRZ) {
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NOT STATUS_ICON(opponent, paralysis: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_SLP) {
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NOT STATUS_ICON(opponent, sleep: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_PSN) {
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NOT STATUS_ICON(opponent, poison: TRUE);
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}
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}
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}
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